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Transaction (7818) · TargetAdvanced

Expansion of Orders for Event Merchandise Featuring Character Content

First written in FY2016-Q3. 16 of 33 entries say "Advanced", first in FY2018-Q3. Latest entry: 2026-08-27.

33entries
11years
4from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2016-Q3 – FY2018-Q2AdvancedFY2022-Q1 – FY2024-Q32016: 220162017: 220172018: 420182019: 220192020: 320202021: 420212022: 320222023: 320232024: 320242025: 220252026: 52026
Same theme, other companies
Expansion of the IP-Driven Product, Event and E-Commerce-Linked BusinessA theme 17 companies write about · 0 as a headwind · 20 as a tailwind

The whole theme swung hardest in 2021: 1 of 7 companies on the "Worse" side.

14 other companies' latest entry also says "Advanced".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Showing 14 of the 17 companies compared. The sentences above are computed from all 17.
Full recordFilings, disclosures and news, newest first
  1. FY2026-H1AdvancedAnnual report

    「Demand for merchandise sold through e-commerce and at live event venues continued to expand in sectors such as gaming and anime, while demand for merchandise also continued to increase in music, 2.5D and sports. We therefore strengthened sales by differentiating ourselves through the high quality of our products and printing, which are among the strengths of our group.」

    Demand for IP- and character-related event merchandise continued to expand through both e-commerce and live events, and we strengthened sales by differentiating ourselves through product quality and printing technology.
  2. FY2025MitigatedAnnual report

    「Some projects for the entertainment industry originally scheduled for the second quarter were pushed back to the third quarter or later, but delivery of those projects was completed in the second half, resulting in strong full-year sales compared with the previous fiscal year.」

    Projects for the entertainment industry that shifted from the first half were delivered in the second half, resulting in strong full-year sales year on year.
  3. FY2025-H1Timing shifts in sales due to projects being carried over between periodsAnnual report

    「In the previous fiscal year, sales in the second quarter were higher than in a normal quarter because repeat projects for the entertainment industry scheduled for the third quarter were brought forward to the second quarter. In the current fiscal year, however, some projects for the entertainment industry scheduled for the second quarter were pushed back to the third quarter or later, resulting in weaker second-quarter sales.」

    For projects targeting the entertainment industry, some projects were carried forward to the third quarter or later in the current fiscal year, compared with the previous fiscal year's accelerated recognition, resulting in a shift in the timing of sales in the first half.
  4. FY2024-Q3AdvancedAnnual report

    「Signs of a recovery in demand began to emerge, and our strengthened sales activities, including timely project proposals, led to the acquisition of large-scale campaigns.」

    Expanded orders related to events and campaigns by winning large-scale campaigns through project proposals that captured the recovery in demand.
  5. FY2024-Q2AdvancedAnnual report

    「In sales promotion, we strengthened proposals for IP-based projects in line with the recovery in campaign demand and worked to expand sales.」

    Strengthened IP-based project proposals in response to the recovery in campaign demand.
  6. FY2024-Q1AdvancedAnnual report

    「In sales promotion, we strengthened proposals for IP-based projects in line with the recovery in campaign demand and worked to expand sales.」

    Strengthened IP-based project proposals in response to the recovery in demand for events and campaigns.
  7. FY2023-Q3AdvancedAnnual report

    「The games and anime industries and other industries related to new media content, which had mainly continued to perform well since the previous fiscal year and were driving Lifestyle Products sales, became more active overall, including through the holding of large-scale events, as restrictions on events were substantially eased, including the lifting of the ban on audience vocal participation at event venues. As a result, sales significantly exceeded those of the same period of the previous year.」

    Sales related to event merchandise for content-related events such as gaming and anime exceeded the same period of the previous year as event restrictions were substantially eased and large-scale events became more active.
  8. FY2023-Q2AdvancedAnnual report

    「In particular, the games and anime industries and other industries related to new media content, which had continued to perform well since the previous fiscal year, became more active overall, including through the holding of large-scale events, as restrictions on events were substantially eased, including the lifting of the ban on audience vocal participation at event venues. As a result, sales significantly exceeded those of the same period of the previous year.」

    Sales related to event merchandise exceeded the same period of the previous year as restrictions on events were eased, large-scale events were held, and projects related to media content such as gaming and anime became more active.
  9. FY2023-Q1AdvancedAnnual report

    「Sales to the gaming and anime industries grew significantly year on year, partly because large-scale event projects using IP began to get underway.」

    Large-scale event projects using character content and IP got underway, driving growth in event-related sales to the gaming and anime industries.
  10. FY2022-Q3AdvancedAnnual report

    「Sales to the music- and theater-related sectors continued to show a slowing recovery partly because the impact of the COVID-19 pandemic persisted, while moves to address the pent-up demand expected in the post-COVID period accelerated.」

    While the recovery continued to slow in the music and theater industries related to event merchandise, moves to address pent-up demand accelerated, as stated.
  11. FY2022-Q2AdvancedAnnual report

    「As customer companies began taking steps to respond to the pent-up demand expected in the post-COVID period, our continued sales activities resulted in growth from the same period of the previous year.」

    Continued sales activities in response to customer companies' moves to address pent-up demand, resulting in growth in sales to the entertainment industry.
  12. FY2022-Q1AdvancedAnnual report

    「Sales to the strong-performing gaming and anime sectors significantly exceeded the same period of the previous year. Sales to the music- and theater-related sectors, which had been sluggish during the COVID-19 pandemic, also began to recover and significantly exceeded the same period of the previous year as we continued our sales activities to avoid missing the timing of the start of experiential consumption driven by pent-up demand expected in the post-COVID period.」

    In addition to gaming and anime, demand for event merchandise related to music and theater also began to recover, and sales to the entertainment industry exceeded the same period of the previous year.
  13. FY2021WorsenedAnnual report

    「Sales to the music- and theater-related sectors of the entertainment industry declined as the impact of the COVID-19 pandemic on direct event sales persisted.」

    In event merchandise, the prolonged impact on direct sales in the music- and theater-related sectors was recorded in the full-year results as a decline in sales.
  14. FY2021-Q3SoftenedAnnual report

    「Although signs of a resumption of various events emerged in the entertainment industry, which accounts for a certain portion of sales, repeated declarations of a state of emergency and the application of priority preventive measures slowed the recovery in sales, as direct sales at events, particularly in the music and theater-related industries, were affected.」

    The recovery in direct event merchandise sales slowed due to declarations of a state of emergency and other measures.
  15. FY2021-Q2SoftenedAnnual report

    「The recovery in sales from direct event merchandise sales slowed following the reissuance of the declaration of a state of emergency.」

    The recovery in event merchandise sales slowed again due to the reissuance of the declaration of a state of emergency.
  16. FY2021-Q1RestatedAnnual report

    「In the entertainment industry, events gradually began to resume. In addition to promoting proposals for sales through customers' e-commerce sites alongside direct sales at events, we focused our sales efforts on industries with strong performance and a strong fit with e-commerce, such as gaming and anime, and strengthened our sales activities.」

    For event merchandise, continued proposing sales through customers' e-commerce sites in addition to direct sales, and continued sales activities targeting gaming, anime and related sectors.
  17. FY2020SoftenedAnnual report

    「In the second half, the contraction, postponement and cancellation of various events due to the spread of infectious diseases made a decline in sales of event merchandise unavoidable.」

    The impact of event contractions, postponements and cancellations was recorded in the full-year results as a decline in sales under the policy of expanding event merchandise orders.
  18. FY2020-Q3SoftenedAnnual report

    「As various events were postponed or cancelled in response to the declaration of a state of emergency and requests for voluntary restraint, event merchandise sales were significantly affected in the third quarter, making a decline in sales unavoidable.」

    Event postponements and cancellations made external constraints on growth in event merchandise orders and sales apparent.
  19. FY2020-Q1RestatedAnnual report

    「We promoted initiatives to expand orders for merchandise for live performances, festivals, anime, films and theme parks, seeking to develop new customers and deepen relationships with existing clients.」

    Continued to expand event merchandise orders while specifying the target areas.
  20. FY2019-Q3RestatedAnnual report

    「We promoted the development of new customers and deepened relationships with existing customers through merchandise consumption within experiential consumption, including merchandise planning and production and sales support at event venues.」

    Continued to expand proposals for event merchandise orders to include planning, production and sales support at venues.
  21. FY2019-Q2RestatedAnnual report

    「In addition to planning and producing merchandise for events centered on live performances and concerts, we sought to expand our new customer base and deepen relationships with existing customers by proposing comprehensive support, including sales support at venues.」

    Continued to pursue order growth through planning, production and sales support for event merchandise, including character-related products.
  22. FY2018AdvancedAnnual report

    「For pop-up stores using anime and manga content, we worked to create new businesses, including the rollout of a new type of experiential store that went beyond merely planning and selling merchandise by incorporating experiential consumption such as visitor participation in events and attraction experiences.」

    Expanded from taking orders for and selling character merchandise to experiential stores incorporating event participation and other experiences.
  23. FY2018-Q3AdvancedAnnual report

    「As part of efforts to expand into business areas related to manufacturing, we launched a pop-up store operation using anime and character content. We provide an end-to-end service spanning planning, content procurement, merchandise production and store operations, and aim to expand the business through the synergies between our manufacturing expertise and attractive content.」

    The character-content business expanded from taking orders for merchandise to providing planning, merchandise production and store operations, and launched pop-up store operations.
  24. FY2018-Q2RestatedAnnual report

    「Continued strengthening sales efforts targeting priority customers in the entertainment industry and elsewhere, and worked to expand orders.」

    Continue expanding orders from priority customers.
  25. FY2018-Q1RestatedAnnual report

    「Worked to expand orders for event merchandise across the entertainment industry.」

    Continued expanding orders for event merchandise.
  26. FY2017RestatedAnnual report

    「Consolidated net sales for the fiscal year increased 12.9% from the previous fiscal year to ¥13,485 million, as sales remained strong for core products such as eco-bags among original novelty products, custom-made novelty products including promotional items for sales promotion and event merchandise, and new businesses including the VAPE business.」

    Reported strong sales of custom-made novelty products, including promotional items and event merchandise.
  27. FY2017-Q3RestatedAnnual report

    「Worked to expand orders for merchandise and sales promotion goods.」

    Continued expanding orders for merchandise and sales promotion goods.
  28. FY2016RestatedAnnual report

    「Sales of custom-made novelty products, including promotional items for sales promotion and event merchandise, remained strong」

    Reported strong sales of custom-made products, including event merchandise.
  29. FY2016-Q3First statedAnnual report

    「While working to expand orders for event merchandise using character content」

    Initiatives aimed at expanding orders for event merchandise.
Moved together

"Focused sales efforts targeting key customers, including the entertainment and amusement industries" moved the same way as this thread, in the same document, in 20 of its 33 moves.

201313121111★123456
  1. ★This thread
  2. 1Focused sales efforts targeting key customers, including the entertainment and amusement industries20×
  3. 2Expansion of the E-commerce and Retail Businesses13×
  4. 3Environmentally conscious manufacturing centered on natural materials and reusable products13×
  5. 4Development of Attractive New Products and Expansion of New Businesses12×
  6. 5Growth in Net Sales, Operating Income, Ordinary Income and Net Income11×
  7. 6Risks of Disruptions at Contract Manufacturers and in the Supply Chain under a Mobile Fabless Model11×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
Transaction's next results are scheduled for 2026-10-15. Read the earnings preview It last moved in the Other Disclosures of 2026-08-27: "Advanced".
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Expansion of Orders for Event Merchandise Featuring Character Content | TRANSACTION CO.,Ltd. (7818) | Komori